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Comparing deliantra/server/common/object.C (file contents):
Revision 1.255 by root, Sun Aug 31 02:01:41 2008 UTC vs.
Revision 1.344 by root, Sun May 1 13:18:23 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
40 49
41short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
42 0, 51 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 57 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 61};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
60 0, 63 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 67};
65 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
66static void 95static void
67write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
68{ 97{
69 CALL_BEGIN (2); 98 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 102 CALL_END;
74} 103}
75 104
76static void 105static void
77read_uuid (void) 106read_uuid ()
78{ 107{
79 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
80 109
81 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
82 111
96 125
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 127 _exit (1);
99 } 128 }
100 129
101 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 131 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
104 133
105 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
106 { 135 {
133 162
134void 163void
135UUID::init () 164UUID::init ()
136{ 165{
137 read_uuid (); 166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
138} 232}
139 233
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 235static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
143{ 237{
144 /* n-squared behaviour (see kv_get), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
145 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
146 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
147 */ 241 */
148 242
149 /* For each field in wants, */ 243 /* For each field in wants, */
150 for (key_value *kv = wants->key_values; kv; kv = kv->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
151 if (has->kv_get (kv->key) != kv->value) 245 if (has->kv.get (kv->key) != kv->value)
152 return false; 246 return false;
153 247
154 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
155 return true; 249 return true;
156} 250}
178 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
179 * check weight 273 * check weight
180 */ 274 */
181bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
182{ 276{
183 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
184 if (ob1 == ob2 278 if (ob1 == ob2
185 || ob1->type != ob2->type 279 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 280 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 284 return 0;
190 285
191 /* Do not merge objects if nrof would overflow, assume nrof 286 /* Do not merge objects if nrof would overflow, assume nrof
192 * is always 0 .. 2**31-1 */ 287 * is always 0 .. 2**31-1 */
193 if (ob1->nrof > 0x7fffffff - ob2->nrof) 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
197 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
198 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
199 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
200 * flags lose any meaning. 295 * flags lose any meaning.
201 */ 296 */
202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
203 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
204 299
205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
207 302
208 if (ob1->arch->archname != ob2->arch->archname 303 if (ob1->arch->archname != ob2->arch->archname
209 || ob1->name != ob2->name 304 || ob1->name != ob2->name
210 || ob1->title != ob2->title 305 || ob1->title != ob2->title
211 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
214 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
215 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
216 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
217 || ob1->value != ob2->value 312 || ob1->value != ob2->value
218 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
220 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
221 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
222 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
223 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
224 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
225 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
226 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
227 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
228 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
229 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
230 || ob1->move_slow_penalty != ob2->move_slow_penalty 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
233 return 0; 328 return 0;
234 329
235 if ((ob1->flag ^ ob2->flag) 330 if ((ob1->flag ^ ob2->flag)
260 355
261 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
262 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
263 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
264 */ 359 */
265 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
266 return 0; 361 return 0;
267 362
268 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
269 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
270 * check? 365 * check?
271 */ 366 */
272 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
273 return 0; 368 return 0;
274 369
275 switch (ob1->type) 370 switch (ob1->type)
276 { 371 {
277 case SCROLL: 372 case SCROLL:
278 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
279 return 0; 374 return 0;
280 break; 375 break;
281 } 376 }
282 377
283 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
284 { 379 {
285 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
286 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
287 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
288 383
289 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
290 return 0; 385 return 0;
291 } 386 }
323 { 418 {
324 // see if we are in a container of sorts 419 // see if we are in a container of sorts
325 if (env) 420 if (env)
326 { 421 {
327 // the player inventory itself is always visible 422 // the player inventory itself is always visible
328 if (env->type == PLAYER) 423 if (env->is_player ())
329 return env; 424 return env;
330 425
331 // else a player could have our env open 426 // else a player could have our env open
332 object *envest = env->outer_env (); 427 object *envest = env->outer_env_or_self ();
333 428
334 // the player itself is always on a map, so we will find him here 429 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player. 430 // even if our inv is in a player.
336 if (envest->is_on_map ()) 431 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ()) 432 if (object *pl = envest->ms ().player ())
338 if (pl->container == env) 433 if (pl->container_ () == env)
339 return pl; 434 return pl;
340 } 435 }
341 else 436 else
342 { 437 {
343 // maybe there is a player standing on the same mapspace 438 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player 439 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ()) 440 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
347 || this == pl->container) 442 || pl->container_ () == this)
348 return pl; 443 return pl;
349 } 444 }
350 } 445 }
351 446
352 return 0; 447 return 0;
353} 448}
354 449
355// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
356static sint32 451static uint32
357weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
358{ 453{
359 return op->type == CONTAINER 454 return op->type == CONTAINER
360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
361 : weight; 456 : weight;
362} 457}
363 458
364/* 459/*
365 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
366 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
367 */ 462 */
368static void 463static void
369adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
370{ 465{
371 while (op) 466 while (op)
372 { 467 {
373 // adjust by actual difference to account for rounding errors 468 sint32 ocarrying = op->carrying;
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377 469
378 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
379 return; 471 op->carrying += weight_adjust_for (op, add);
380
381 op->carrying += weight;
382 472
383 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily 474 if (pl != op) // player is handled lazily
385 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
386 476
477 sub = ocarrying;
478 add = op->carrying;
479
387 op = op->env; 480 op = op->env;
388 } 481 }
389} 482}
390 483
391/* 484/*
398{ 491{
399 sint32 sum = 0; 492 sint32 sum = 0;
400 493
401 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
402 { 495 {
403 if (op->inv)
404 op->update_weight (); 496 op->update_weight ();
405 497
406 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
407 } 499 }
408
409 sum = weight_adjust_for (this, sum);
410 500
411 if (sum != carrying) 501 if (sum != carrying)
412 { 502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
413 carrying = sum; 507 carrying = sum;
414 508
415 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily 510 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this); 511 esrv_update_item (UPD_WEIGHT, pl, this);
430 object_freezer freezer; 524 object_freezer freezer;
431 op->write (freezer); 525 op->write (freezer);
432 return freezer.as_string (); 526 return freezer.as_string ();
433} 527}
434 528
435/* 529char *
436 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
437 * multi-object 1 which is closest to the second object.
438 * If it's not a multi-object, it is returned.
439 */
440object *
441get_nearest_part (object *op, const object *pl)
442{ 531{
443 object *tmp, *closest; 532 return dump_object (this);
444 int last_dist, i;
445
446 if (!op->more)
447 return op;
448
449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
452 if ((i = distance (tmp, pl)) < last_dist)
453 closest = tmp, last_dist = i;
454
455 return closest;
456} 533}
457 534
458/* 535/*
459 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow. 537 * VERRRY slow.
462object * 539object *
463find_object (tag_t i) 540find_object (tag_t i)
464{ 541{
465 for_all_objects (op) 542 for_all_objects (op)
466 if (op->count == i) 543 if (op->count == i)
544 return op;
545
546 return 0;
547}
548
549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
467 return op; 559 return op;
468 560
469 return 0; 561 return 0;
470} 562}
471 563
505 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
506 return; 598 return;
507 } 599 }
508 600
509 this->owner = owner; 601 this->owner = owner;
510}
511
512int
513object::slottype () const
514{
515 if (type == SKILL)
516 {
517 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
518 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
519 }
520 else
521 {
522 if (slot [body_combat].info) return slot_combat;
523 if (slot [body_range ].info) return slot_ranged;
524 }
525
526 return slot_none;
527}
528
529bool
530object::change_weapon (object *ob)
531{
532 if (current_weapon == ob)
533 return true;
534
535 if (chosen_skill)
536 chosen_skill->flag [FLAG_APPLIED] = false;
537
538 current_weapon = ob;
539 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
540
541 if (chosen_skill)
542 chosen_skill->flag [FLAG_APPLIED] = true;
543
544 update_stats ();
545
546 if (ob)
547 {
548 // now check wether any body locations became invalid, in which case
549 // we cannot apply the weapon at the moment.
550 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
551 if (slot[i].used < 0)
552 {
553 current_weapon = chosen_skill = 0;
554 update_stats ();
555
556 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name);
560 return false;
561 }
562
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 }
565 else
566 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
567
568 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
569 {
570 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
571 &name, ob->debug_desc ());
572 return false;
573 }
574
575 return true;
576}
577
578/* Zero the key_values on op, decrementing the shared-string
579 * refcounts and freeing the links.
580 */
581static void
582free_key_values (object *op)
583{
584 for (key_value *i = op->key_values; i; )
585 {
586 key_value *next = i->next;
587 delete i;
588
589 i = next;
590 }
591
592 op->key_values = 0;
593} 602}
594 603
595/* 604/*
596 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
597 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
603void 612void
604object::copy_to (object *dst) 613object::copy_to (object *dst)
605{ 614{
606 dst->remove (); 615 dst->remove ();
607 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
617
618 // maybe move to object_copy?
619 dst->kv = kv;
620
608 dst->flag [FLAG_REMOVED] = true; 621 dst->flag [FLAG_REMOVED] = true;
609 622 dst->activate ();
610 /* Copy over key_values, if any. */
611 if (key_values)
612 {
613 key_value *tail = 0;
614 dst->key_values = 0;
615
616 for (key_value *i = key_values; i; i = i->next)
617 {
618 key_value *new_link = new key_value;
619
620 new_link->next = 0;
621 new_link->key = i->key;
622 new_link->value = i->value;
623
624 /* Try and be clever here, too. */
625 if (!dst->key_values)
626 {
627 dst->key_values = new_link;
628 tail = new_link;
629 }
630 else
631 {
632 tail->next = new_link;
633 tail = new_link;
634 }
635 }
636 }
637
638 if (speed < 0)
639 dst->speed_left -= rndm ();
640
641 dst->set_speed (dst->speed);
642} 623}
643 624
644void 625void
645object::instantiate () 626object::instantiate ()
646{ 627{
647 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
648 uuid = UUID::gen (); 629 uuid = UUID::gen ();
649 630
631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
632 if (flag [FLAG_RANDOM_SPEED] && speed)
633 speed_left = - speed - rndm (); // TODO animation
634 else
650 speed_left = -0.1f; 635 speed_left = -1.;
636
651 /* copy the body_info to the body_used - this is only really 637 /* copy the body_info to the body_used - this is only really
652 * need for monsters, but doesn't hurt to do it for everything. 638 * need for monsters, but doesn't hurt to do it for everything.
653 * by doing so, when a monster is created, it has good starting 639 * by doing so, when a monster is created, it has good starting
654 * values for the body_used info, so when items are created 640 * values for the body_used info, so when items are created
655 * for it, they can be properly equipped. 641 * for it, they can be properly equipped.
663object * 649object *
664object::clone () 650object::clone ()
665{ 651{
666 object *neu = create (); 652 object *neu = create ();
667 copy_to (neu); 653 copy_to (neu);
654
655 // TODO: unclean state changes, should not be done in clone AND instantiate
656 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
657 neu->speed_left = - neu->speed - rndm (); // TODO animation
658
668 neu->map = map; // not copied by copy_to 659 neu->map = map; // not copied by copy_to
669 return neu; 660 return neu;
670} 661}
671 662
672/* 663/*
675 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
676 */ 667 */
677void 668void
678update_turn_face (object *op) 669update_turn_face (object *op)
679{ 670{
680 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
681 return; 672 return;
682 673
683 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
684 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
685} 676}
690 * This function needs to be called whenever the speed of an object changes. 681 * This function needs to be called whenever the speed of an object changes.
691 */ 682 */
692void 683void
693object::set_speed (float speed) 684object::set_speed (float speed)
694{ 685{
695 if (flag [FLAG_FREED] && speed)
696 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698 speed = 0;
699 }
700
701 this->speed = speed; 686 this->speed = speed;
702 687
703 if (has_active_speed ()) 688 if (has_active_speed ())
704 activate (); 689 activate ();
705 else 690 else
755 740
756 if (!(m.flags_ & P_UPTODATE)) 741 if (!(m.flags_ & P_UPTODATE))
757 /* nop */; 742 /* nop */;
758 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
759 { 744 {
745#if 0
760 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
769 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
770 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
771 * have move_allow right now. 757 * have move_allow right now.
772 */ 758 */
773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
760 m.invalidate ();
761#else
774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
775 m.flags_ = 0; 763 m.invalidate ();
764#endif
776 } 765 }
777 /* if the object is being removed, we can't make intelligent 766 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 767 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 768 * that is being removed.
780 */ 769 */
781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 770 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 m.flags_ = 0; 771 m.invalidate ();
783 else if (action == UP_OBJ_FACE) 772 else if (action == UP_OBJ_FACE)
784 /* Nothing to do for that case */ ; 773 /* Nothing to do for that case */ ;
785 else 774 else
786 LOG (llevError, "update_object called with invalid action: %d\n", action); 775 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 776
789 update_object (op->more, action); 778 update_object (op->more, action);
790} 779}
791 780
792object::object () 781object::object ()
793{ 782{
794 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
795 784
796 expmul = 1.0; 785 //expmul = 1.0; declared const for the time being
797 face = blank_face; 786 face = blank_face;
787 material = MATERIAL_NULL;
798} 788}
799 789
800object::~object () 790object::~object ()
801{ 791{
802 unlink (); 792 unlink ();
803 793
804 free_key_values (this); 794 kv.clear ();
805} 795}
806
807static int object_count;
808 796
809void object::link () 797void object::link ()
810{ 798{
811 assert (!index);//D 799 assert (!index);//D
812 uuid = UUID::gen (); 800 uuid = UUID::gen ();
813 count = ++object_count;
814 801
815 refcnt_inc (); 802 refcnt_inc ();
816 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
817} 807}
818 808
819void object::unlink () 809void object::unlink ()
820{ 810{
821 if (!index) 811 if (!index)
822 return; 812 return;
813
814 ++destroy_count;
823 815
824 objects.erase (this); 816 objects.erase (this);
825 refcnt_dec (); 817 refcnt_dec ();
826} 818}
827 819
831 /* If already on active list, don't do anything */ 823 /* If already on active list, don't do anything */
832 if (active) 824 if (active)
833 return; 825 return;
834 826
835 if (has_active_speed ()) 827 if (has_active_speed ())
828 {
829 if (flag [FLAG_FREED])
830 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
831
836 actives.insert (this); 832 actives.insert (this);
833 }
837} 834}
838 835
839void 836void
840object::activate_recursive () 837object::activate_recursive ()
841{ 838{
906 || map->in_memory != MAP_ACTIVE 903 || map->in_memory != MAP_ACTIVE
907 || map->no_drop 904 || map->no_drop
908 || ms ().move_block == MOVE_ALL) 905 || ms ().move_block == MOVE_ALL)
909 { 906 {
910 while (inv) 907 while (inv)
911 inv->destroy (true); 908 inv->destroy ();
912 } 909 }
913 else 910 else
914 { /* Put objects in inventory onto this space */ 911 { /* Put objects in inventory onto this space */
915 while (inv) 912 while (inv)
916 { 913 {
920 || op->flag [FLAG_NO_DROP] 917 || op->flag [FLAG_NO_DROP]
921 || op->type == RUNE 918 || op->type == RUNE
922 || op->type == TRAP 919 || op->type == TRAP
923 || op->flag [FLAG_IS_A_TEMPLATE] 920 || op->flag [FLAG_IS_A_TEMPLATE]
924 || op->flag [FLAG_DESTROY_ON_DEATH]) 921 || op->flag [FLAG_DESTROY_ON_DEATH])
925 op->destroy (true); 922 op->destroy ();
926 else 923 else
927 map->insert (op, x, y); 924 map->insert (op, x, y);
928 } 925 }
929 } 926 }
930} 927}
931 928
929/*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
934void
935object::destroy_inv_fast ()
936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948}
949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
932object *object::create () 966object::create ()
933{ 967{
934 object *op = new object; 968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
935 op->link (); 990 op->link ();
991
936 return op; 992 return op;
937} 993}
938 994
995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
939static struct freed_map : maptile 1010static struct freed_map : maptile
940{ 1011{
941 freed_map () 1012 freed_map ()
1013 : maptile (3, 3)
942 { 1014 {
943 path = "<freed objects map>"; 1015 path = "<freed objects map>";
944 name = "/internal/freed_objects_map"; 1016 name = "/internal/freed_objects_map";
945 width = 3;
946 height = 3;
947 no_drop = 1; 1017 no_drop = 1;
948 no_reset = 1; 1018 no_reset = 1;
949 1019
950 alloc ();
951 in_memory = MAP_ACTIVE; 1020 in_memory = MAP_ACTIVE;
952 } 1021 }
953 1022
954 ~freed_map () 1023 ~freed_map ()
955 { 1024 {
959 1028
960void 1029void
961object::do_destroy () 1030object::do_destroy ()
962{ 1031{
963 if (flag [FLAG_IS_LINKED]) 1032 if (flag [FLAG_IS_LINKED])
964 remove_button_link (this); 1033 remove_link ();
965 1034
966 if (flag [FLAG_FRIENDLY]) 1035 if (flag [FLAG_FRIENDLY])
967 remove_friendly_object (this); 1036 remove_friendly_object (this);
968 1037
969 remove (); 1038 remove ();
994 attacked_by = 0; 1063 attacked_by = 0;
995 current_weapon = 0; 1064 current_weapon = 0;
996} 1065}
997 1066
998void 1067void
999object::destroy (bool destroy_inventory) 1068object::destroy ()
1000{ 1069{
1001 if (destroyed ()) 1070 if (destroyed ())
1002 return; 1071 return;
1003 1072
1004 if (!is_head () && !head->destroyed ()) 1073 if (!is_head () && !head->destroyed ())
1005 { 1074 {
1006 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1007 head->destroy (destroy_inventory); 1076 head->destroy ();
1008 return; 1077 return;
1009 } 1078 }
1010 1079
1011 destroy_inv (!destroy_inventory); 1080 destroy_inv_fast ();
1012 1081
1013 if (is_head ()) 1082 if (is_head ())
1014 if (sound_destroy) 1083 if (sound_destroy)
1015 play_sound (sound_destroy); 1084 play_sound (sound_destroy);
1016 else if (flag [FLAG_MONSTER]) 1085 else if (flag [FLAG_MONSTER])
1027 * the previous environment. 1096 * the previous environment.
1028 */ 1097 */
1029void 1098void
1030object::do_remove () 1099object::do_remove ()
1031{ 1100{
1032 object *tmp, *last = 0;
1033 object *otmp;
1034
1035 if (flag [FLAG_REMOVED]) 1101 if (flag [FLAG_REMOVED])
1036 return; 1102 return;
1037 1103
1038 INVOKE_OBJECT (REMOVE, this); 1104 INVOKE_OBJECT (REMOVE, this);
1039 1105
1051 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1052 if (object *pl = visible_to ()) 1118 if (object *pl = visible_to ())
1053 esrv_del_item (pl->contr, count); 1119 esrv_del_item (pl->contr, count);
1054 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1055 1121
1056 adjust_weight (env, -total_weight ()); 1122 adjust_weight (env, total_weight (), 0);
1123
1124 object *pl = in_player ();
1057 1125
1058 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1059 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
1060 * to the caller to decide what we want to do. 1128 * to the caller to decide what we want to do.
1061 */ 1129 */
1069 1137
1070 above = 0; 1138 above = 0;
1071 below = 0; 1139 below = 0;
1072 env = 0; 1140 env = 0;
1073 1141
1074 /* NO_FIX_PLAYER is set when a great many changes are being 1142 if (pl && pl->is_player ())
1075 * made to players inventory. If set, avoiding the call
1076 * to save cpu time.
1077 */ 1143 {
1078 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1144 if (expect_false (pl->contr->combat_ob == this))
1079 otmp->update_stats (); 1145 {
1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->combat_ob = 0;
1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1158 pl->contr->queue_stats_update ();
1159
1160 if (expect_false (glow_radius) && pl->is_on_map ())
1161 update_all_los (pl->map, pl->x, pl->y);
1162 }
1080 } 1163 }
1081 else if (map) 1164 else if (map)
1082 { 1165 {
1083 map->dirty = true; 1166 map->dirty = true;
1084 mapspace &ms = this->ms (); 1167 mapspace &ms = this->ms ();
1085 1168
1086 if (object *pl = ms.player ()) 1169 if (object *pl = ms.player ())
1087 { 1170 {
1088 if (type == PLAYER) // this == pl(!) 1171 if (is_player ())
1089 { 1172 {
1173 if (!flag [FLAG_WIZPASS])
1174 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1175
1090 // leaving a spot always closes any open container on the ground 1176 // leaving a spot always closes any open container on the ground
1091 if (container && !container->env) 1177 if (container && !container->env)
1092 // this causes spurious floorbox updates, but it ensures 1178 // this causes spurious floorbox updates, but it ensures
1093 // that the CLOSE event is being sent. 1179 // that the CLOSE event is being sent.
1094 close_container (); 1180 close_container ();
1095 1181
1096 --map->players; 1182 --map->players;
1097 map->touch (); 1183 map->touch ();
1098 } 1184 }
1099 else if (pl->container == this) 1185 else if (pl->container_ () == this)
1100 { 1186 {
1101 // removing a container should close it 1187 // removing a container should close it
1102 close_container (); 1188 close_container ();
1103 } 1189 }
1104 1190 else
1105 esrv_del_item (pl->contr, count); 1191 esrv_del_item (pl->contr, count);
1106 } 1192 }
1107 1193
1108 /* link the object above us */ 1194 /* link the object above us */
1109 // re-link, make sure compiler can easily use cmove 1195 // re-link, make sure compiler can easily use cmove
1110 *(above ? &above->below : &ms.top) = below; 1196 *(above ? &above->below : &ms.top) = below;
1111 *(below ? &below->above : &ms.bot) = above; 1197 *(below ? &below->above : &ms.bot) = above;
1112 1198
1113 above = 0; 1199 above = 0;
1114 below = 0; 1200 below = 0;
1115 1201
1116 ms.flags_ = 0; 1202 ms.invalidate ();
1117 1203
1118 if (map->in_memory == MAP_SAVING) 1204 if (map->in_memory == MAP_SAVING)
1119 return; 1205 return;
1120 1206
1121 int check_walk_off = !flag [FLAG_NO_APPLY]; 1207 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1208
1123 if (object *pl = ms.player ()) 1209 if (object *pl = ms.player ())
1124 { 1210 {
1125 if (pl->container == this) 1211 if (pl->container_ () == this)
1126 /* If a container that the player is currently using somehow gets 1212 /* If a container that the player is currently using somehow gets
1127 * removed (most likely destroyed), update the player view 1213 * removed (most likely destroyed), update the player view
1128 * appropriately. 1214 * appropriately.
1129 */ 1215 */
1130 pl->close_container (); 1216 pl->close_container ();
1134 //TODO: update floorbox to preserve ordering 1220 //TODO: update floorbox to preserve ordering
1135 if (pl->contr->ns) 1221 if (pl->contr->ns)
1136 pl->contr->ns->floorbox_update (); 1222 pl->contr->ns->floorbox_update ();
1137 } 1223 }
1138 1224
1225 if (check_walk_off)
1139 for (tmp = ms.bot; tmp; tmp = tmp->above) 1226 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1140 { 1227 {
1228 above = tmp->above;
1229
1141 /* No point updating the players look faces if he is the object 1230 /* No point updating the players look faces if he is the object
1142 * being removed. 1231 * being removed.
1143 */ 1232 */
1144 1233
1145 /* See if object moving off should effect something */ 1234 /* See if object moving off should effect something */
1146 if (check_walk_off
1147 && ((move_type & tmp->move_off) 1235 if ((move_type & tmp->move_off)
1148 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1236 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1149 {
1150 move_apply (tmp, this, 0); 1237 move_apply (tmp, this, 0);
1151
1152 if (destroyed ())
1153 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1154 } 1238 }
1155 1239
1156 last = tmp; 1240 if (affects_los ())
1157 }
1158
1159 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1160 update_all_los (map, x, y); 1241 update_all_los (map, x, y);
1161 } 1242 }
1162} 1243}
1163 1244
1164/* 1245/*
1188 esrv_update_item (UPD_NROF, pl, top); 1269 esrv_update_item (UPD_NROF, pl, top);
1189 1270
1190 op->weight = 0; // cancel the addition above 1271 op->weight = 0; // cancel the addition above
1191 op->carrying = 0; // must be 0 already 1272 op->carrying = 0; // must be 0 already
1192 1273
1193 op->destroy (1); 1274 op->destroy ();
1194 1275
1195 return top; 1276 return top;
1196 } 1277 }
1197 1278
1198 return 0; 1279 return 0;
1206 1287
1207 object *prev = this; 1288 object *prev = this;
1208 1289
1209 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1290 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1210 { 1291 {
1211 object *op = arch_to_object (at); 1292 object *op = at->instance ();
1212 1293
1213 op->name = name; 1294 op->name = name;
1214 op->name_pl = name_pl; 1295 op->name_pl = name_pl;
1215 op->title = title; 1296 op->title = title;
1216 1297
1254 * Passing 0 for flag gives proper default values, so flag really only needs 1335 * Passing 0 for flag gives proper default values, so flag really only needs
1255 * to be set if special handling is needed. 1336 * to be set if special handling is needed.
1256 * 1337 *
1257 * Return value: 1338 * Return value:
1258 * new object if 'op' was merged with other object 1339 * new object if 'op' was merged with other object
1259 * NULL if 'op' was destroyed 1340 * NULL if there was an error (destroyed, blocked etc.)
1260 * just 'op' otherwise 1341 * just 'op' otherwise
1261 */ 1342 */
1262object * 1343object *
1263insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1344insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1264{ 1345{
1265 if (op->is_on_map ())
1266 {
1267 LOG (llevError, "insert_ob_in_map called for object already on map");
1268 abort ();
1269 }
1270
1271 if (op->env)
1272 {
1273 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1274 op->remove (); 1346 op->remove ();
1275 }
1276 1347
1277 if (op->face && !face_info (op->face))//D TODO: remove soon 1348 if (m == &freed_map)//D TODO: remove soon
1278 {//D 1349 {//D
1279 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1350 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1280 op->face = 1;//D
1281 }//D 1351 }//D
1282 1352
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1353 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now 1354 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1355 * need extra work
1286 */ 1356 */
1357 maptile *newmap = m;
1287 if (!xy_normalise (m, op->x, op->y)) 1358 if (!xy_normalise (newmap, op->x, op->y))
1288 { 1359 {
1289 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1360 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 return 0; 1361 return 0;
1291 } 1362 }
1292 1363
1293 if (object *more = op->more) 1364 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag)) 1365 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0; 1366 return 0;
1296 1367
1297 CLEAR_FLAG (op, FLAG_REMOVED); 1368 op->flag [FLAG_REMOVED] = false;
1298 1369 op->env = 0;
1299 op->map = m; 1370 op->map = newmap;
1371
1300 mapspace &ms = op->ms (); 1372 mapspace &ms = op->ms ();
1301 1373
1302 /* this has to be done after we translate the coordinates. 1374 /* this has to be done after we translate the coordinates.
1303 */ 1375 */
1304 if (op->nrof && !(flag & INS_NO_MERGE)) 1376 if (op->nrof && !(flag & INS_NO_MERGE))
1307 { 1379 {
1308 // TODO: we actually want to update tmp, not op, 1380 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp 1381 // but some caller surely breaks when we return tmp
1310 // from here :/ 1382 // from here :/
1311 op->nrof += tmp->nrof; 1383 op->nrof += tmp->nrof;
1312 tmp->destroy (1); 1384 tmp->destroy ();
1313 } 1385 }
1314 1386
1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1387 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1316 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1388 op->clr_flag (FLAG_INV_LOCKED);
1317 1389
1318 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1390 if (!op->flag [FLAG_ALIVE])
1319 CLEAR_FLAG (op, FLAG_NO_STEAL); 1391 op->clr_flag (FLAG_NO_STEAL);
1320 1392
1321 if (flag & INS_BELOW_ORIGINATOR) 1393 if (flag & INS_BELOW_ORIGINATOR)
1322 { 1394 {
1323 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1395 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1324 { 1396 {
1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1397 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1326 abort (); 1398 abort ();
1327 } 1399 }
1328 1400
1329 if (!originator->is_on_map ()) 1401 if (!originator->is_on_map ())
1402 {
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1403 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ()); 1404 op->debug_desc (), originator->debug_desc ());
1405 abort ();
1406 }
1332 1407
1333 op->above = originator; 1408 op->above = originator;
1334 op->below = originator->below; 1409 op->below = originator->below;
1335 originator->below = op; 1410 originator->below = op;
1336 1411
1356 * when lots of spells are cast in one area. Currently, it is presumed 1431 * when lots of spells are cast in one area. Currently, it is presumed
1357 * that flying non pickable objects are spell objects. 1432 * that flying non pickable objects are spell objects.
1358 */ 1433 */
1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1434 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1360 { 1435 {
1361 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1436 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1362 floor = tmp; 1437 floor = tmp;
1363 1438
1364 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1439 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1365 { 1440 {
1366 /* We insert above top, so we want this object below this */ 1441 /* We insert above top, so we want this object below this */
1367 top = tmp->below; 1442 top = tmp->below;
1368 break; 1443 break;
1369 } 1444 }
1387 && (op->face && !faces [op->face].visibility)) 1462 && (op->face && !faces [op->face].visibility))
1388 { 1463 {
1389 object *last; 1464 object *last;
1390 1465
1391 for (last = top; last != floor; last = last->below) 1466 for (last = top; last != floor; last = last->below)
1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1467 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1393 break; 1468 break;
1394 1469
1395 /* Check to see if we found the object that blocks view, 1470 /* Check to see if we found the object that blocks view,
1396 * and make sure we have a below pointer for it so that 1471 * and make sure we have a below pointer for it so that
1397 * we can get inserted below this one, which requires we 1472 * we can get inserted below this one, which requires we
1422 op->below = top; 1497 op->below = top;
1423 *(op->above ? &op->above->below : &ms.top) = op; 1498 *(op->above ? &op->above->below : &ms.top) = op;
1424 } 1499 }
1425 } 1500 }
1426 1501
1427 if (op->type == PLAYER) 1502 if (op->is_player ())
1428 { 1503 {
1429 op->contr->do_los = 1; 1504 op->contr->do_los = 1;
1430 ++op->map->players; 1505 ++op->map->players;
1431 op->map->touch (); 1506 op->map->touch ();
1432 } 1507 }
1447 * be far away from this change and not affected in any way - 1522 * be far away from this change and not affected in any way -
1448 * this should get redone to only look for players within range, 1523 * this should get redone to only look for players within range,
1449 * or just updating the P_UPTODATE for spaces within this area 1524 * or just updating the P_UPTODATE for spaces within this area
1450 * of effect may be sufficient. 1525 * of effect may be sufficient.
1451 */ 1526 */
1452 if (op->map->darkness && (op->glow_radius != 0)) 1527 if (op->affects_los ())
1528 {
1529 op->ms ().invalidate ();
1453 update_all_los (op->map, op->x, op->y); 1530 update_all_los (op->map, op->x, op->y);
1531 }
1454 1532
1455 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1533 /* updates flags (blocked, alive, no magic, etc) for this map space */
1456 update_object (op, UP_OBJ_INSERT); 1534 update_object (op, UP_OBJ_INSERT);
1457 1535
1458 INVOKE_OBJECT (INSERT, op); 1536 INVOKE_OBJECT (INSERT, op);
1465 * blocked() and wall() work properly), and these flags are updated by 1543 * blocked() and wall() work properly), and these flags are updated by
1466 * update_object(). 1544 * update_object().
1467 */ 1545 */
1468 1546
1469 /* if this is not the head or flag has been passed, don't check walk on status */ 1547 /* if this is not the head or flag has been passed, don't check walk on status */
1470 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1548 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1471 { 1549 {
1472 if (check_move_on (op, originator)) 1550 if (check_move_on (op, originator, flag))
1473 return 0; 1551 return 0;
1474 1552
1475 /* If we are a multi part object, lets work our way through the check 1553 /* If we are a multi part object, let's work our way through the check
1476 * walk on's. 1554 * walk on's.
1477 */ 1555 */
1478 for (object *tmp = op->more; tmp; tmp = tmp->more) 1556 for (object *tmp = op->more; tmp; tmp = tmp->more)
1479 if (check_move_on (tmp, originator)) 1557 if (check_move_on (tmp, originator, flag))
1480 return 0; 1558 return 0;
1481 } 1559 }
1482 1560
1483 return op; 1561 return op;
1484} 1562}
1486/* this function inserts an object in the map, but if it 1564/* this function inserts an object in the map, but if it
1487 * finds an object of its own type, it'll remove that one first. 1565 * finds an object of its own type, it'll remove that one first.
1488 * op is the object to insert it under: supplies x and the map. 1566 * op is the object to insert it under: supplies x and the map.
1489 */ 1567 */
1490void 1568void
1491replace_insert_ob_in_map (const char *arch_string, object *op) 1569replace_insert_ob_in_map (shstr_tmp archname, object *op)
1492{ 1570{
1493 /* first search for itself and remove any old instances */ 1571 /* first search for itself and remove any old instances */
1494 1572
1495 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1573 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1496 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1574 if (tmp->arch->archname == archname) /* same archetype */
1497 tmp->destroy (1); 1575 tmp->destroy ();
1498 1576
1499 object *tmp = arch_to_object (archetype::find (arch_string)); 1577 object *tmp = archetype::find (archname)->instance ();
1500 1578
1501 tmp->x = op->x; 1579 tmp->x = op->x;
1502 tmp->y = op->y; 1580 tmp->y = op->y;
1503 1581
1504 insert_ob_in_map (tmp, op->map, op, 0); 1582 insert_ob_in_map (tmp, op->map, op, 0);
1509{ 1587{
1510 if (where->env) 1588 if (where->env)
1511 return where->env->insert (this); 1589 return where->env->insert (this);
1512 else 1590 else
1513 return where->map->insert (this, where->x, where->y, originator, flags); 1591 return where->map->insert (this, where->x, where->y, originator, flags);
1592}
1593
1594// check whether we can put this into the map, respect max_volume, max_items
1595bool
1596object::can_drop_at (maptile *m, int x, int y, object *originator)
1597{
1598 mapspace &ms = m->at (x, y);
1599
1600 int items = ms.items ();
1601
1602 if (!items // testing !items ensures we can drop at least one item
1603 || (items < m->max_items
1604 && ms.volume () < m->max_volume))
1605 return true;
1606
1607 if (originator && originator->is_player ())
1608 originator->contr->failmsgf (
1609 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1610 query_name ()
1611 );
1612
1613 return false;
1514} 1614}
1515 1615
1516/* 1616/*
1517 * decrease(object, number) decreases a specified number from 1617 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object 1618 * the amount of an object. If the amount reaches 0, the object
1528 1628
1529 nr = min (nr, nrof); 1629 nr = min (nr, nrof);
1530 1630
1531 if (nrof > nr) 1631 if (nrof > nr)
1532 { 1632 {
1633 sint64 oweight = total_weight ();
1634
1533 nrof -= nr; 1635 nrof -= nr;
1534 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1535 1636
1536 if (object *pl = visible_to ()) 1637 if (object *pl = visible_to ())
1537 esrv_update_item (UPD_NROF, pl, this); 1638 esrv_update_item (UPD_NROF, pl, this);
1639
1640 adjust_weight (env, oweight, total_weight ());
1538 1641
1539 return true; 1642 return true;
1540 } 1643 }
1541 else 1644 else
1542 { 1645 {
1617 if (op->nrof) 1720 if (op->nrof)
1618 for (object *tmp = inv; tmp; tmp = tmp->below) 1721 for (object *tmp = inv; tmp; tmp = tmp->below)
1619 if (object::can_merge (tmp, op)) 1722 if (object::can_merge (tmp, op))
1620 { 1723 {
1621 /* return the original object and remove inserted object 1724 /* return the original object and remove inserted object
1622 (client needs the original object) */ 1725 (client prefers the original object) */
1726
1727 // carring must be 0 for mergable objects
1728 sint64 oweight = tmp->weight * tmp->nrof;
1729
1623 tmp->nrof += op->nrof; 1730 tmp->nrof += op->nrof;
1624 1731
1625 if (object *pl = tmp->visible_to ()) 1732 if (object *pl = tmp->visible_to ())
1626 esrv_update_item (UPD_NROF, pl, tmp); 1733 esrv_update_item (UPD_NROF, pl, tmp);
1627 1734
1628 adjust_weight (this, op->total_weight ()); 1735 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1629 1736
1630 op->destroy (1); 1737 op->destroy ();
1631 op = tmp; 1738 op = tmp;
1632 goto inserted; 1739 goto inserted;
1633 } 1740 }
1634 1741
1635 op->owner = 0; // it's his/hers now. period. 1742 op->owner = 0; // it's his/hers now. period.
1649 op->flag [FLAG_REMOVED] = 0; 1756 op->flag [FLAG_REMOVED] = 0;
1650 1757
1651 if (object *pl = op->visible_to ()) 1758 if (object *pl = op->visible_to ())
1652 esrv_send_item (pl, op); 1759 esrv_send_item (pl, op);
1653 1760
1654 adjust_weight (this, op->total_weight ()); 1761 adjust_weight (this, 0, op->total_weight ());
1655 1762
1656inserted: 1763inserted:
1657 /* reset the light list and los of the players on the map */ 1764 /* reset the light list and los of the players on the map */
1658 if (op->glow_radius && map && map->darkness) 1765 if (op->glow_radius && is_on_map ())
1766 {
1767 update_stats ();
1659 update_all_los (map, x, y); 1768 update_all_los (map, x, y);
1660 1769 }
1770 else if (is_player ())
1661 // if this is a player's inventory, update stats 1771 // if this is a player's inventory, update stats
1662 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1772 contr->queue_stats_update ();
1663 update_stats ();
1664 1773
1665 INVOKE_OBJECT (INSERT, this); 1774 INVOKE_OBJECT (INSERT, this);
1666 1775
1667 return op; 1776 return op;
1668} 1777}
1686 * MSW 2001-07-08: Check all objects on space, not just those below 1795 * MSW 2001-07-08: Check all objects on space, not just those below
1687 * object being inserted. insert_ob_in_map may not put new objects 1796 * object being inserted. insert_ob_in_map may not put new objects
1688 * on top. 1797 * on top.
1689 */ 1798 */
1690int 1799int
1691check_move_on (object *op, object *originator) 1800check_move_on (object *op, object *originator, int flags)
1692{ 1801{
1802 if (op->flag [FLAG_NO_APPLY])
1803 return 0;
1804
1693 object *tmp; 1805 object *tmp;
1694 maptile *m = op->map; 1806 maptile *m = op->map;
1695 int x = op->x, y = op->y; 1807 int x = op->x, y = op->y;
1696 1808
1697 MoveType move_on, move_slow, move_block; 1809 mapspace &ms = m->at (x, y);
1698 1810
1699 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1811 ms.update ();
1700 return 0;
1701 1812
1702 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1813 MoveType move_on = ms.move_on;
1703 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1814 MoveType move_slow = ms.move_slow;
1704 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1815 MoveType move_block = ms.move_block;
1705 1816
1706 /* if nothing on this space will slow op down or be applied, 1817 /* if nothing on this space will slow op down or be applied,
1707 * no need to do checking below. have to make sure move_type 1818 * no need to do checking below. have to make sure move_type
1708 * is set, as lots of objects don't have it set - we treat that 1819 * is set, as lots of objects don't have it set - we treat that
1709 * as walking. 1820 * as walking.
1720 return 0; 1831 return 0;
1721 1832
1722 /* The objects have to be checked from top to bottom. 1833 /* The objects have to be checked from top to bottom.
1723 * Hence, we first go to the top: 1834 * Hence, we first go to the top:
1724 */ 1835 */
1725 1836 for (object *next, *tmp = ms.top; tmp; tmp = next)
1726 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1727 {
1728 /* Trim the search when we find the first other spell effect
1729 * this helps performance so that if a space has 50 spell objects,
1730 * we don't need to check all of them.
1731 */
1732 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1733 break;
1734 } 1837 {
1838 next = tmp->below;
1735 1839
1736 for (; tmp; tmp = tmp->below)
1737 {
1738 if (tmp == op) 1840 if (tmp == op)
1739 continue; /* Can't apply yourself */ 1841 continue; /* Can't apply yourself */
1740 1842
1741 /* Check to see if one of the movement types should be slowed down. 1843 /* Check to see if one of the movement types should be slowed down.
1742 * Second check makes sure that the movement types not being slowed 1844 * Second check makes sure that the movement types not being slowed
1743 * (~slow_move) is not blocked on this space - just because the 1845 * (~slow_move) is not blocked on this space - just because the
1744 * space doesn't slow down swimming (for example), if you can't actually 1846 * space doesn't slow down swimming (for example), if you can't actually
1745 * swim on that space, can't use it to avoid the penalty. 1847 * swim on that space, can't use it to avoid the penalty.
1746 */ 1848 */
1747 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1849 if (!op->flag [FLAG_WIZPASS])
1748 { 1850 {
1749 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1750 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1751 { 1853 {
1752
1753 float
1754 diff = tmp->move_slow_penalty * fabs (op->speed); 1854 float diff = tmp->move_slow_penalty * fabs (op->speed);
1755 1855
1756 if (op->type == PLAYER) 1856 if (op->is_player ())
1757 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1857 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1758 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1858 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1759 diff /= 4.0; 1859 diff /= 4.0;
1760 1860
1761 op->speed_left -= diff; 1861 op->speed_left -= diff;
1762 } 1862 }
1763 } 1863 }
1764 1864
1765 /* Basically same logic as above, except now for actual apply. */ 1865 /* Basically same logic as above, except now for actual apply. */
1766 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1866 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1767 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1867 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1768 { 1868 {
1869 if ((flags & INS_NO_AUTO_EXIT)
1870 && (tmp->type == EXIT || tmp->type == TELEPORTER
1871 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1872 continue;
1873
1769 move_apply (tmp, op, originator); 1874 move_apply (tmp, op, originator);
1770 1875
1771 if (op->destroyed ()) 1876 if (op->destroyed ())
1772 return 1; 1877 return 1;
1773 1878
1885void 1990void
1886flag_inv (object *op, int flag) 1991flag_inv (object *op, int flag)
1887{ 1992{
1888 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1889 { 1994 {
1890 SET_FLAG (tmp, flag); 1995 tmp->set_flag (flag);
1891 flag_inv (tmp, flag); 1996 flag_inv (tmp, flag);
1892 } 1997 }
1893} 1998}
1894 1999
1895/* 2000/*
1898void 2003void
1899unflag_inv (object *op, int flag) 2004unflag_inv (object *op, int flag)
1900{ 2005{
1901 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1902 { 2007 {
1903 CLEAR_FLAG (tmp, flag); 2008 tmp->clr_flag (flag);
1904 unflag_inv (tmp, flag); 2009 unflag_inv (tmp, flag);
1905 } 2010 }
1906} 2011}
1907 2012
1908/* 2013/*
1969 * head of the object should correspond for the entire object. 2074 * head of the object should correspond for the entire object.
1970 */ 2075 */
1971 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2076 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1972 continue; 2077 continue;
1973 2078
1974 if (ob->blocked (m, pos.x, pos.y)) 2079 if (ob->blocked (pos.m, pos.x, pos.y))
1975 continue; 2080 continue;
1976 2081
1977 altern [index++] = i; 2082 altern [index++] = i;
1978 } 2083 }
1979 2084
2047 * there is capable of. 2152 * there is capable of.
2048 */ 2153 */
2049int 2154int
2050find_dir (maptile *m, int x, int y, object *exclude) 2155find_dir (maptile *m, int x, int y, object *exclude)
2051{ 2156{
2052 int i, max = SIZEOFFREE, mflags; 2157 int max = SIZEOFFREE, mflags;
2053
2054 sint16 nx, ny;
2055 object *tmp;
2056 maptile *mp;
2057
2058 MoveType blocked, move_type; 2158 MoveType move_type;
2059 2159
2060 if (exclude && exclude->head_ () != exclude) 2160 if (exclude && exclude->head_ () != exclude)
2061 { 2161 {
2062 exclude = exclude->head; 2162 exclude = exclude->head;
2063 move_type = exclude->move_type; 2163 move_type = exclude->move_type;
2066 { 2166 {
2067 /* If we don't have anything, presume it can use all movement types. */ 2167 /* If we don't have anything, presume it can use all movement types. */
2068 move_type = MOVE_ALL; 2168 move_type = MOVE_ALL;
2069 } 2169 }
2070 2170
2071 for (i = 1; i < max; i++) 2171 for (int i = 1; i < max; i++)
2072 { 2172 {
2073 mp = m; 2173 mapxy pos (m, x, y);
2074 nx = x + freearr_x[i]; 2174 pos.move (i);
2075 ny = y + freearr_y[i];
2076 2175
2077 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2176 if (!pos.normalise ())
2078
2079 if (mflags & P_OUT_OF_MAP)
2080 max = maxfree[i]; 2177 max = maxfree[i];
2081 else 2178 else
2082 { 2179 {
2083 mapspace &ms = mp->at (nx, ny); 2180 mapspace &ms = *pos;
2084 2181
2085 blocked = ms.move_block;
2086
2087 if ((move_type & blocked) == move_type) 2182 if ((move_type & ms.move_block) == move_type)
2088 max = maxfree[i]; 2183 max = maxfree [i];
2089 else if (mflags & P_IS_ALIVE) 2184 else if (ms.flags () & P_IS_ALIVE)
2090 { 2185 {
2091 for (tmp = ms.bot; tmp; tmp = tmp->above) 2186 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2092 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2187 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2188 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2094 break;
2095
2096 if (tmp)
2097 return freedir[i]; 2189 return freedir [i];
2098 } 2190 }
2099 } 2191 }
2100 } 2192 }
2101 2193
2102 return 0; 2194 return 0;
2111{ 2203{
2112 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2204 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2113} 2205}
2114 2206
2115/* 2207/*
2116 * find_dir_2(delta-x,delta-y) will return a direction in which 2208 * find_dir_2(delta-x,delta-y) will return a direction value
2117 * an object which has subtracted the x and y coordinates of another 2209 * for running into direct [dx, dy].
2118 * object, needs to travel toward it. 2210 * (the opposite of crossfire's find_dir_2!)
2119 */ 2211 */
2120int 2212int
2121find_dir_2 (int x, int y) 2213find_dir_2 (int x, int y)
2122{ 2214{
2215#if 1 // new algorithm
2216 // this works by putting x, y into 16 sectors, which
2217 // are not equal sized, but are a better approximation
2218 // then the old algorithm, and then using a mapping
2219 // table to map it into a direction value.
2220 // basically, it maps these comparisons to each bit
2221 // bit #3: x < 0
2222 // bit #2: y < 0
2223 // bit #1: x > y
2224 // bit #0: x > 2y
2225
2226 static const uint8 dir[16] = {
2227 4, 5, 4, 3,
2228 2, 1, 2, 3,
2229 6, 5, 6, 7,
2230 8, 1, 8, 7,
2231 };
2232 int sector = 0;
2233
2234 // this is a bit ugly, but more likely to result in branchless code
2235 sector |= x < 0 ? 8 : 0;
2236 x = x < 0 ? -x : x; // abs
2237
2238 sector |= y < 0 ? 4 : 0;
2239 y = y < 0 ? -y : y; // abs
2240
2241 if (x > y)
2242 {
2243 sector |= 2;
2244
2245 if (x > y * 2)
2246 sector |= 1;
2247 }
2248 else
2249 {
2250 if (y > x * 2)
2251 sector |= 1;
2252 else if (!y)
2253 return 0; // x == 0 here
2254 }
2255
2256 return dir [sector];
2257#else // old algorithm
2123 int q; 2258 int q;
2124 2259
2125 if (y) 2260 if (y)
2126 q = x * 100 / y; 2261 q = 128 * x / y;
2127 else if (x) 2262 else if (x)
2128 q = -300 * x; 2263 q = -512 * x; // to make it > 309
2129 else 2264 else
2130 return 0; 2265 return 0;
2131 2266
2132 if (y > 0) 2267 if (y > 0)
2133 { 2268 {
2134 if (q < -242) 2269 if (q < -309) return 7;
2270 if (q < -52) return 6;
2271 if (q < 52) return 5;
2272 if (q < 309) return 4;
2273
2135 return 3; 2274 return 3;
2136 if (q < -41) 2275 }
2137 return 2; 2276 else
2138 if (q < 41) 2277 {
2139 return 1; 2278 if (q < -309) return 3;
2140 if (q < 242) 2279 if (q < -52) return 2;
2141 return 8; 2280 if (q < 52) return 1;
2281 if (q < 309) return 8;
2282
2142 return 7; 2283 return 7;
2143 } 2284 }
2144 2285#endif
2145 if (q < -242)
2146 return 7;
2147 if (q < -41)
2148 return 6;
2149 if (q < 41)
2150 return 5;
2151 if (q < 242)
2152 return 4;
2153
2154 return 3;
2155} 2286}
2156 2287
2157/* 2288/*
2158 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2289 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2159 * between two directions (which are expected to be absolute (see absdir()) 2290 * between two directions (which are expected to be absolute (see absdir())
2160 */ 2291 */
2161int 2292int
2162dirdiff (int dir1, int dir2) 2293dirdiff (int dir1, int dir2)
2163{ 2294{
2164 int d;
2165
2166 d = abs (dir1 - dir2); 2295 int d = abs (dir1 - dir2);
2167 if (d > 4)
2168 d = 8 - d;
2169 2296
2170 return d; 2297 return d > 4 ? 8 - d : d;
2171} 2298}
2172 2299
2173/* peterm: 2300/* peterm:
2174 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2301 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2175 * Basically, this is a table of directions, and what directions 2302 * Basically, this is a table of directions, and what directions
2177 * This basically means that if direction is 15, then it could either go 2304 * This basically means that if direction is 15, then it could either go
2178 * direction 4, 14, or 16 to get back to where we are. 2305 * direction 4, 14, or 16 to get back to where we are.
2179 * Moved from spell_util.c to object.c with the other related direction 2306 * Moved from spell_util.c to object.c with the other related direction
2180 * functions. 2307 * functions.
2181 */ 2308 */
2182int reduction_dir[SIZEOFFREE][3] = { 2309static const int reduction_dir[SIZEOFFREE][3] = {
2183 {0, 0, 0}, /* 0 */ 2310 {0, 0, 0}, /* 0 */
2184 {0, 0, 0}, /* 1 */ 2311 {0, 0, 0}, /* 1 */
2185 {0, 0, 0}, /* 2 */ 2312 {0, 0, 0}, /* 2 */
2186 {0, 0, 0}, /* 3 */ 2313 {0, 0, 0}, /* 3 */
2187 {0, 0, 0}, /* 4 */ 2314 {0, 0, 0}, /* 4 */
2281 * Add a check so we can't pick up invisible objects (0.93.8) 2408 * Add a check so we can't pick up invisible objects (0.93.8)
2282 */ 2409 */
2283int 2410int
2284can_pick (const object *who, const object *item) 2411can_pick (const object *who, const object *item)
2285{ 2412{
2286 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2413 return /*who->flag [FLAG_WIZ]|| */
2287 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2414 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2288 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2415 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2289} 2416}
2290 2417
2291/* 2418/*
2292 * create clone from object to another 2419 * create clone from object to another
2293 */ 2420 */
2325 return tmp; 2452 return tmp;
2326 2453
2327 return 0; 2454 return 0;
2328} 2455}
2329 2456
2330const shstr & 2457/* Zero the key_values on op, decrementing the shared-string
2331object::kv_get (const shstr &key) const 2458 * refcounts and freeing the links.
2459 */
2460void
2461key_values::clear ()
2332{ 2462{
2463 for (key_value *kvp = first; kvp; )
2464 {
2465 key_value *next = kvp->next;
2466 delete kvp;
2467 kvp = next;
2468 }
2469
2470 first = 0;
2471}
2472
2473shstr_tmp
2474key_values::get (shstr_tmp key) const
2475{
2333 for (key_value *kv = key_values; kv; kv = kv->next) 2476 for (key_value *kv = first; kv; kv = kv->next)
2334 if (kv->key == key) 2477 if (kv->key == key)
2335 return kv->value; 2478 return kv->value;
2336 2479
2337 return shstr_null; 2480 return shstr ();
2338} 2481}
2339 2482
2340void 2483void
2341object::kv_set (const shstr &key, const shstr &value) 2484key_values::add (shstr_tmp key, shstr_tmp value)
2342{ 2485{
2486 key_value *kv = new key_value;
2487
2488 kv->next = first;
2489 kv->key = key;
2490 kv->value = value;
2491
2492 first = kv;
2493}
2494
2495void
2496key_values::set (shstr_tmp key, shstr_tmp value)
2497{
2343 for (key_value *kv = key_values; kv; kv = kv->next) 2498 for (key_value *kv = first; kv; kv = kv->next)
2344 if (kv->key == key) 2499 if (kv->key == key)
2345 { 2500 {
2346 kv->value = value; 2501 kv->value = value;
2347 return; 2502 return;
2348 } 2503 }
2349 2504
2350 key_value *kv = new key_value; 2505 add (key, value);
2351
2352 kv->next = key_values;
2353 kv->key = key;
2354 kv->value = value;
2355
2356 key_values = kv;
2357} 2506}
2358 2507
2359void 2508void
2360object::kv_del (const shstr &key) 2509key_values::del (shstr_tmp key)
2361{ 2510{
2362 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2511 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2363 if ((*kvp)->key == key) 2512 if ((*kvp)->key == key)
2364 { 2513 {
2365 key_value *kv = *kvp; 2514 key_value *kv = *kvp;
2366 *kvp = (*kvp)->next; 2515 *kvp = (*kvp)->next;
2367 delete kv; 2516 delete kv;
2368 return; 2517 return;
2369 } 2518 }
2519}
2520
2521void
2522key_values::reverse ()
2523{
2524 key_value *prev = 0;
2525 key_value *head = first;
2526
2527 while (head)
2528 {
2529 key_value *node = head;
2530 head = head->next;
2531 node->next = prev;
2532 prev = node;
2533 }
2534
2535 first = prev;
2536}
2537
2538key_values &
2539key_values::operator =(const key_values &kv)
2540{
2541 clear ();
2542
2543 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2544 add (kvp->key, kvp->value);
2545
2546 reverse ();
2370} 2547}
2371 2548
2372object::depth_iterator::depth_iterator (object *container) 2549object::depth_iterator::depth_iterator (object *container)
2373: iterator_base (container) 2550: iterator_base (container)
2374{ 2551{
2458{ 2635{
2459 return map ? map->region (x, y) 2636 return map ? map->region (x, y)
2460 : region::default_region (); 2637 : region::default_region ();
2461} 2638}
2462 2639
2463const materialtype_t *
2464object::dominant_material () const
2465{
2466 if (materialtype_t *mt = name_to_material (materialname))
2467 return mt;
2468
2469 return name_to_material (shstr_unknown);
2470}
2471
2472void 2640void
2473object::open_container (object *new_container) 2641object::open_container (object *new_container)
2474{ 2642{
2475 if (container == new_container) 2643 if (container == new_container)
2476 return; 2644 return;
2496 container = 0; 2664 container = 0;
2497 2665
2498 // client needs item update to make it work, client bug requires this to be separate 2666 // client needs item update to make it work, client bug requires this to be separate
2499 esrv_update_item (UPD_FLAGS, this, old_container); 2667 esrv_update_item (UPD_FLAGS, this, old_container);
2500 2668
2501 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2669 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2502 play_sound (sound_find ("chest_close")); 2670 play_sound (sound_find ("chest_close"));
2503 } 2671 }
2504 2672
2505 if (new_container) 2673 if (new_container)
2506 { 2674 {
2510 // TODO: this does not seem to serve any purpose anymore? 2678 // TODO: this does not seem to serve any purpose anymore?
2511#if 0 2679#if 0
2512 // insert the "Close Container" object. 2680 // insert the "Close Container" object.
2513 if (archetype *closer = new_container->other_arch) 2681 if (archetype *closer = new_container->other_arch)
2514 { 2682 {
2515 object *closer = arch_to_object (new_container->other_arch); 2683 object *closer = new_container->other_arch->instance ();
2516 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2684 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2517 new_container->insert (closer); 2685 new_container->insert (closer);
2518 } 2686 }
2519#endif 2687#endif
2520 2688
2521 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2689 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2522 2690
2523 // make sure the container is available, client bug requires this to be separate 2691 // make sure the container is available, client bug requires this to be separate
2524 esrv_send_item (this, new_container); 2692 esrv_send_item (this, new_container);
2525 2693
2526 new_container->flag [FLAG_APPLIED] = true; 2694 new_container->flag [FLAG_APPLIED] = true;
2534// else if (!old_container->env && contr && contr->ns) 2702// else if (!old_container->env && contr && contr->ns)
2535// contr->ns->floorbox_reset (); 2703// contr->ns->floorbox_reset ();
2536} 2704}
2537 2705
2538object * 2706object *
2539object::force_find (const shstr name) 2707object::force_find (shstr_tmp name)
2540{ 2708{
2541 /* cycle through his inventory to look for the MARK we want to 2709 /* cycle through his inventory to look for the MARK we want to
2542 * place 2710 * place
2543 */ 2711 */
2544 for (object *tmp = inv; tmp; tmp = tmp->below) 2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2546 return splay (tmp); 2714 return splay (tmp);
2547 2715
2548 return 0; 2716 return 0;
2549} 2717}
2550 2718
2719//-GPL
2720
2551void 2721void
2722object::force_set_timer (int duration)
2723{
2724 this->duration = 1;
2725 this->speed_left = -1.f;
2726
2727 this->set_speed (duration ? 1.f / duration : 0.f);
2728}
2729
2730object *
2552object::force_add (const shstr name, int duration) 2731object::force_add (shstr_tmp name, int duration)
2553{ 2732{
2554 if (object *force = force_find (name)) 2733 if (object *force = force_find (name))
2555 force->destroy (); 2734 force->destroy ();
2556 2735
2557 object *force = get_archetype (FORCE_NAME); 2736 object *force = get_archetype (FORCE_NAME);
2558 2737
2559 force->slaying = name; 2738 force->slaying = name;
2560 force->stats.food = 1; 2739 force->force_set_timer (duration);
2561 force->speed_left = -1.f;
2562
2563 force->set_speed (duration ? 1.f / duration : 0.f);
2564 force->flag [FLAG_IS_USED_UP] = true;
2565 force->flag [FLAG_APPLIED] = true; 2740 force->flag [FLAG_APPLIED] = true;
2566 2741
2567 insert (force); 2742 return insert (force);
2568} 2743}
2569 2744
2570void 2745void
2571object::play_sound (faceidx sound) 2746object::play_sound (faceidx sound) const
2572{ 2747{
2573 if (!sound) 2748 if (!sound)
2574 return; 2749 return;
2575 2750
2576 if (flag [FLAG_REMOVED]) 2751 if (is_on_map ())
2752 map->play_sound (sound, x, y);
2753 else if (object *pl = in_player ())
2754 pl->contr->play_sound (sound);
2755}
2756
2757void
2758object::say_msg (const char *msg) const
2759{
2760 if (is_on_map ())
2761 map->say_msg (msg, x, y);
2762 else if (object *pl = in_player ())
2763 pl->contr->play_sound (sound);
2764}
2765
2766void
2767object::make_noise ()
2768{
2769 // we do not model noise in the map, so instead put
2770 // a temporary light into the noise source
2771 // could use the map instead, but that's less reliable for our
2772 // goal, which is to make invisibility a bit harder to exploit
2773
2774 // currently only works sensibly for players
2775 if (!is_player ())
2577 return; 2776 return;
2578 2777
2579 if (env) 2778 // find old force, or create new one
2580 { 2779 object *force = force_find (shstr_noise_force);
2581 if (object *pl = in_player ()) 2780
2582 pl->contr->play_sound (sound); 2781 if (force)
2583 } 2782 force->speed_left = -1.f; // patch old speed up
2584 else 2783 else
2585 map->play_sound (sound, x, y); 2784 {
2586} 2785 force = archetype::get (shstr_noise_force);
2587 2786
2787 force->slaying = shstr_noise_force;
2788 force->stats.food = 1;
2789 force->speed_left = -1.f;
2790
2791 force->set_speed (1.f / 4.f);
2792 force->flag [FLAG_IS_USED_UP] = true;
2793 force->flag [FLAG_APPLIED] = true;
2794
2795 insert (force);
2796 }
2797}
2798
2799void object::change_move_type (MoveType mt)
2800{
2801 if (move_type == mt)
2802 return;
2803
2804 if (is_on_map ())
2805 {
2806 // we are on the map, so handle move_on/off effects
2807 remove ();
2808 move_type = mt;
2809 map->insert (this, x, y, this);
2810 }
2811 else
2812 move_type = mt;
2813}
2814
2815/* object should be a player.
2816 * we return the object the player has marked with the 'mark' command
2817 * below. If no match is found (or object has changed), we return
2818 * NULL. We leave it up to the calling function to print messages if
2819 * nothing is found.
2820 */
2821object *
2822object::mark () const
2823{
2824 if (contr && contr->mark && contr->mark->env == this)
2825 return contr->mark;
2826 else
2827 return 0;
2828}
2829
2830// put marked object first in the inventory
2831// this is used by identify-like spells so players can influence
2832// the order a bit.
2833void
2834object::splay_marked ()
2835{
2836 if (object *marked = mark ())
2837 splay (marked);
2838}
2839

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